Hey guys, I apologize about having to reschedule our wednesday group on such short notice, and I hope the Rugby was good. Anyway, I would like to resschedule the Wednesday team 6 for Friday 03:30 server time (same time as Wednesday)

In addition to its previous effects, Dirty Shot now also reduces the energy cost of Quickdraw by 3

DevNotes: The changes to the Virulence Sniper / Dirty Fighting Gunslinger are meant to bring the discipline down to its target DPS. The damage reduction to Cull / Wounding Shots and the changes to Weakening Blast / Hemorrhaging Blast and Lethal Shot / Dirty Blast brought Virulence / Dirty Fighting slightly below its target DPS, so we increased the damage of Toxic Surge / Bloody Mayhem to get it back to the target.

The change to Lethal Takedown / Dirty Shot addressed a situation where it was better to use Lethal Shot / Dirty Blast while the target was under the effect of your Weakening Blast / Hemorrhaging Blast.

Note: All changes below are currently in development and are subject to change before being released.

Sorcerer

Reduced the amount of healing done by Dark Heal by 4.86%

Increased the base Force cost of Resurgence from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%

Reduced the amount of damage absorbed by Static Barrier by 5.3%

Corruption

Increased the base Force cost of Dark Infusion from 45 to 50 and the amount of healing it does by 3.38%

Reduced the amount of healing done by Innervate by 8.74%

Reduced the amount of healing done by Revivification by 10%

Increased the base Force cost of Roaming Mend from 65 to 70 and reduced the amount of healing it does by 25.22%

Force Bending now reduces the activation time of Dark Infusion by 0.25 seconds (down from 0.5 seconds) and the Force cost of Revivification by 20% (down from 30%); all other Force Bending effects remain unchanged

Reduced the amount of healing done by Renewal by 14.29%

Secrets of the Dark Side no longer increases the healing done by Roaming Mend by 5%, but still reduces its Force cost

Reduced the healing done by Sustaining Darkness by 5.3%

Twisted Force now makes Innervate channel 10% faster (down from 20%)

Sage

Reduced the amount of healing done by Benevolence by 4.86%

Increased the base Force cost of Rejuvenate from 40 to 50 and the amount of healing done by its initial heal by 10.59%, but reduced the amount of healing done by its heal-over-time by 14.29%

Reduced the amount of damage absorbed by Force Armor by 5.3%

Seer

Increased the base Force cost of Deliverance from 45 to 50 and the amount of healing it does by 3.38%

Reduced the amount of healing done by Healing Trance by 8.74%

Reduced the amount of healing done by Salvation by 10%

Increased the base Force cost of Wandering Mend from 65 to 70 and reduced the amount of healing it does by 25.22%

Conveyance now reduces the activation time of Deliverance by 0.25 seconds (down from 0.5 seconds) and the Force cost of Salvation by 20% (down from 30%); all other Conveyance effects remain unchanged

Reduced the amount of healing done by Renewal by 14.29%

Erudite Mender no longer increases the healing done by Wandering Mend by 5%, but still reduces its Force cost

DevNotes: The slight Force cost increases for Resurgence / Rejuvenate and Dark Infusion / Deliverance and the reducing of the cost reduction for Revivification / Salvation provided by Force Bending / Conveyance were necessary to keep Force management from being completely trivial at low levels of Force. These cost increases allowed an anomaly for Dark Infusion / Deliverance and Resurgence / Rejuvenate in that they both saw at least partial increases to their healing output while all other healing abilities saw a decrease.

The changes to Roaming Mend / Wandering Mend remove it from normal single-target healing usage. It still remains a valuable heal when more than one target requires healing, or when combined with Force Bending / Conveyance in single-target healing situations where the target simply will not survive if forced to wait for a heal with an activation time.

The rest of the changes for Corruption Sorcerers / Seer Sages all have one singular goal: wrangling their HPS down to the healing target while maintaining the Corruption / Seer playstyle with which players have become familiar.

With that in mind, here are the exact changes currently planned for 5.3 in July (subject to change, of course):AssassinHatred

In addition to its previous effects, Serene Poise now restores 4 Force for each of your damaging periodic effects on a target damaged by your Serenity Strike

Clarified the tooltip for Force Focus

Note: All changes below are currently in development and are subject to change before being released.

PowertechPyrotech

Increased the Searing Wave damage bonus given by Superheated Flamethrower from 20% to 50%

Reduced the burn damage of Incendiary Missile by 10%

In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Missile by 10%

Increased the critical damage bonus given by Firebug from 10% to 15%

VanguardPlasmatech

Increased the Ion Squall damage bonus given by Pulse Generator from 20% to 50%

Reduced the burn damage of Incendiary Round by 10%

In addition to its previous effects, Rain of Fire now increases the damage dealt by Incendiary Round by 10%

Increased the critical damage bonus given by Plasmatic Assault from 10% to 15%

DevNotes: The changes to Pyrotech / Plasmatech are aimed at bringing the discipline up to its intended target DPS. With the change to Superheated Flamethrower / Pulse Generator, we wanted to make Searing Wave / Ion Squall more than just an ability used to buff the next Immolate / Plasma Flare. It can now pack quite a punch of its own.

We reduced the damage dealt by Incendiary Missile / Incendiary Round as part of our changes to bring the Innovative Ordnance Mercenary / Assault Specialist Commando down to its target DPS, but the Pyrotech Powertech / Plasmatech Vanguard did not need this change, so we offset it with the change to Rain of Fire.

Finally, we wanted to give the all-too-predictable Pyrotech / Plasmatech a little more variability with their damage, so we increased the critical damage bonus slightly for some of their abilities with the change to Firebug / Plasmatic Assault. On the whole, Pyrotechs / Plasmatechs should see a significant DPS increase and parse in the realm of the new Hatred Assassins / Serenity Shadows.

Note: All changes below are currently in development and are subject to change before being released.

MercenaryArsenal

Blazing Bolts deals 4.89% less damage and costs 20 heat (up from 16)

Barrage no longer increases the damage dealt by Blazing Bolts, but still finishes its active cooldown

Riddle no longer improves Unload

The critical damage bonus provided by Target Tracking is now 15% (down from 30%)

Curtain of Fire no longer increases the damage dealt by Boltstorm, but still finishes its active cooldown

Rotary Cannon no longer improves Full Auto

The critical damage bonus provided by Deadly Cannon is now 15% (down from 30%)

Decoy now has 2 charges (down from 5)

DevNotes: With the changes to Arsenal / Gunnery, we wanted to bring the Discipline down to its target DPS. We also wanted to make heat / energy cell management a little more challenging for the Arsenal / Gunnery player, so we slightly increased the cost of Blazing Bolts / Boltstorm while reducing the damage it deals.

Another goal we had for Arsenal / Gunnery was to tone down its burst damage potential a bit, so we reduced the critical damage bonus granted by Target Tracking / Deadly Cannon to shrink the size of those big Heatseeker Missile / Demolition Round and Rail Shot / High Impact Bolt critical hits.

Finally, we felt that Decoy needed a significant reduction in power, so we reduced the number of charges it provides from 5 down to 2.

Sorry for not being active for the last 2 weeks, work got very overwhelming, and equipment started breaking down durring production so I had to pull long shifts. The good news is the order is finsihed (yay!!!) and my schedule is now more freed up and I should be able to attend ops again.